Burretploof

Burretploof

@burretploof.bsky.social

software dev by day, tired at night i mostly post about video games, sometimes i retweet memes/shitposts 🧑 πŸ—£οΈπŸ‡©πŸ‡ͺ πŸ‡¬πŸ‡§ β€’ he/him

212 followers1.3K following277 posts

Burretploof reposted

Sony’s arguing that noone can actually own a digital game, since, if they did, β€œno one else could have a copy”. This is of course absurd. I can deduct two things: 1) Don’t β€œbuy” any more games on PlayStation. Wouldn’t want to steal from the one original (non) owner by doing so. 2) Fuck that.

Richard Moss@mossrc.bsky.social

This is such a bad faith and fallacious argument from Sony. It's perfectly intuitive to think that you are buying a (digital) copy of the binary data and that that copy should work for as long as you have the compatible hardware. (Text clipped from @stephentotilo.bsky.social's Game File newsletter.)

*plays through #Deltarune Ch 1 - 5 on Switch after playing Ch 1 - 4 like six times on PC before and Ch 5 twice* 20 minutes later "i could play Deltarune again" 🫠

Burretploof reposted

BREAKING: PlayStation is shutting down Bluepoint Games, the studio responsible for modern remakes of classic games such as Demon's Souls and Shadow of the Colossus, Bloomberg News has learned. A shocking end for a well-respected studio.

Burretploof reposted

Replying to @merrittk.com

I talked recently to an indie developer who was given the consultation that they should carve out a part of their UI for Northerlion to put his face cam.

Burretploof reposted

all the kinds of modern Indie Games: -"roguelike" (slot machine) -feelings -unlock/tech tree simulator -"god we hope northernlion plays this" -crunchy first person shooter -morrowind built by a single lunatic

Burretploof reposted

Now that's Winter, I'm thinking about NEWSLETTER. But I haven't written anything for one yet... Right now, my energy is going towards preparing Chapter 5 for localization. The translation process begins next week. We have extracted all the English text and we are now annotating it.

If I only wear a T-shirt, it's a little cold. If I wear a sweater (not even a thick one) it's too warm. If I turn up the heating like half a step, it's too warm, too. Not sure what my body wants from me. πŸ₯²

I've seen some talk about how the new app verification system that #Google is going to implement for #Android soon-ish would block side-loading "patched" apps, like the stuff you can do with ReVanced. Is that even true? Doesn't ReVanced re-sign the APK with the same key?

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I've seen some talk about how the new app verification system that #Google is going to implement for #Android soon-ish would block side-loading "patched" apps, like the stuff you can do with ReVanced. Is that even true? Doesn't ReVanced re-sign the APK with the same key?

Recently I've spent way too much time trying to figure out how to get the height of the status bar on an iOS device when running a #Qt application. On Android, I can make some native calls and the OS will tell me what the dimensions are. The docs were very helpful and it was pretty straightforward.

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Its width and height are just reported as... 0. Always. Seemingly regardless of how I configure the status bar behavior in the Info.plist for the app. Displayed, hidden, whatever. Always 0. I've also played with the various settings for the ApplicationWindow QML element. No dice.

Recently I've spent way too much time trying to figure out how to get the height of the status bar on an iOS device when running a #Qt application. On Android, I can make some native calls and the OS will tell me what the dimensions are. The docs were very helpful and it was pretty straightforward.

On iOS, it seemingly just... doesn't work when using Qt? I'm pretty certain that this is a limitation of Qt, because they provide their own app delegate and UIApplication - but no matter what I've tried, I could not get the "proper" (?) instance used by the app.

I wanted that because that would allow me to get the current instance of the StatusBarManager which is the current way of accessing the style and dimensions of the status bar on iOS devices. After that didn't work out, I went for the deprecated method of getting that same info. But guess what?

Next (and currently last) one got got last night. That fight felt very good on PlayStation. Maybe I'm getting better at playing that game with a DualSense - or it's just significantly easier than some of the others. Beat them on the second try. Such a fun fight, too. #Deltarune πŸ”¨

Burretploof@burretploof.bsky.social

GOTTEM. Man it's so weird how much more difficult these fights feel on console. I've played #Deltarune fighting all secret bosses with controller and keyboard across multiple playthroughs on PC. I have never struggled then as much as I do with a DualSense.

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I can't remember the last time I was so excited about a game. DS2 came out in the meantime, I bought it but haven't touched it yet. Instead I've played through the entirety of #Deltarune like five times or so since Chapters 3 & 4 came out. Oops.

There was a time when I thought I might have gotten tired of video games in general, but maybe I just haven't played the right ones during that time. Been a while since I felt like that, though.

Next (and currently last) one got got last night. That fight felt very good on PlayStation. Maybe I'm getting better at playing that game with a DualSense - or it's just significantly easier than some of the others. Beat them on the second try. Such a fun fight, too. #Deltarune πŸ”¨

Burretploof@burretploof.bsky.social

GOTTEM. Man it's so weird how much more difficult these fights feel on console. I've played #Deltarune fighting all secret bosses with controller and keyboard across multiple playthroughs on PC. I have never struggled then as much as I do with a DualSense.

GOTTEM. Man it's so weird how much more difficult these fights feel on console. I've played #Deltarune fighting all secret bosses with controller and keyboard across multiple playthroughs on PC. I have never struggled then as much as I do with a DualSense.

Burretploof@burretploof.bsky.social

Arrived at the next one on PlayStation. Gave it a few tries. Actually doesn't feel too bad, since the hitboxes got fixed in a recent patch. But Susie trash-talking always has me like this πŸ˜‚

Arrived at the next one on PlayStation. Gave it a few tries. Actually doesn't feel too bad, since the hitboxes got fixed in a recent patch. But Susie trash-talking always has me like this πŸ˜‚

Burretploof@burretploof.bsky.social

Got Spamton NEO first try. It's actually crazy how much easier he is compared to Jevil.

Got Spamton NEO first try. It's actually crazy how much easier he is compared to Jevil.

Burretploof@burretploof.bsky.social

I finally got him. Only took me probably uhhhh 40 tries? Jeez. Spamton NEO I don't think I'll have problems with on PlayStation. But that one in chapter 3... oh no. That was very rough on PC already.

I finally got him. Only took me probably uhhhh 40 tries? Jeez. Spamton NEO I don't think I'll have problems with on PlayStation. But that one in chapter 3... oh no. That was very rough on PC already.

Burretploof@burretploof.bsky.social

I swear, Jevil is more difficult to beat on a controller. I have beat him five or six times on PC, only needing a few tries each. On PlayStation it seems near impossible. WTF. #Deltarune

I swear, Jevil is more difficult to beat on a controller. I have beat him five or six times on PC, only needing a few tries each. On PlayStation it seems near impossible. WTF. #Deltarune

One of the worst parts of developing mobile apps using Qt is probably that it's near impossible to get any kind of proper highlighting or code insight when writing native (Java) code for Android.

It's such a janky mess. Qt Creator has effectively nothing to offer for Java except extremely basic syntax highlighting. Android Studio is incapable of resolving dependencies or really doing anything due to the project structure required for Qt.